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	<title>利用者:Jaguarandi/SummerOfCode2009/WeeklyReports - 版の履歴</title>
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	<updated>2026-05-14T18:29:33Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Jaguarandi/SummerOfCode2009/WeeklyReports&amp;diff=89071&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T18:42:21Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 18:42時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Jaguarandi/SummerOfCode2009/WeeklyReports&amp;diff=89070&amp;oldid=prev</id>
		<title>wiki&gt;Jaguarandi: added separators</title>
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		<updated>2009-08-14T11:31:21Z</updated>

		<summary type="html">&lt;p&gt;added separators&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=== Week 1 report ===&lt;br /&gt;
====This week====&lt;br /&gt;
*Black dots - bug fix.&lt;br /&gt;
&lt;br /&gt;
The simplest reproducible bug was: http://andresp.no-ip.org/soc2009/blackdots.png &amp;lt;= you can see black dots on edges connecting quads faces&lt;br /&gt;
&lt;br /&gt;
The bug fixed: http://andresp.no-ip.org/soc2009/blackdots_fix.png &amp;lt;= this scene previously gave many black dots.&lt;br /&gt;
&lt;br /&gt;
I still wonder about the bug fix .. as the old code seemed more coeherent with the comments and old code.&lt;br /&gt;
&lt;br /&gt;
I took quite a while to fix the bug.. as there was no selftintersection reported by code, but it was detecting intersections on the inner edge of a quad face.&lt;br /&gt;
So i discarded many parts of code... after many/many hours.. i found that makeraytree already receives triangles faces, so the bug was probably about edges between faces.&lt;br /&gt;
&lt;br /&gt;
*Link bvhkdop with raytrace&lt;br /&gt;
was done, it does the same results as octree on simples cases (image diff == 0)&lt;br /&gt;
But it looks something is wrong on more complex scenes.&lt;br /&gt;
&lt;br /&gt;
====Next week====&lt;br /&gt;
*See whats wrong with bvh tree&lt;br /&gt;
*Do instance support (that means adding a raytrace  object that &amp;quot;transforms&amp;quot; between world space and local space).&lt;br /&gt;
&lt;br /&gt;
====Schedule====&lt;br /&gt;
still ahead of time considering the initial boost (before SoC starts)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
===Week 2 report===&lt;br /&gt;
====This week====&lt;br /&gt;
*tried to find why the new code was giving nice results:&lt;br /&gt;
http://www.zanqdo.com/tmp/Jaguarandi.png&lt;br /&gt;
http://www.zanqdo.com/tmp/Trunk.png&lt;br /&gt;
but couldn't find why... its quite hard to trace/debug rays&lt;br /&gt;
&lt;br /&gt;
*mirror rays work now&lt;br /&gt;
*work on both (bvh and octree)&lt;br /&gt;
(after a few bugs.. they were rendering nice, thanks ZanQdo for the fish scene)&lt;br /&gt;
http://andresp.no-ip.org/soc2009/fish3.png&lt;br /&gt;
http://andresp.no-ip.org/soc2009/shit3.png&lt;br /&gt;
&lt;br /&gt;
*instance code done&lt;br /&gt;
it encapsulates a rayobject and perfoms space-transformation to convert between local and global coordinates.&lt;br /&gt;
&lt;br /&gt;
====Next week====&lt;br /&gt;
*plugin instance rayobjects with dupli(verts/faces)&lt;br /&gt;
&lt;br /&gt;
I was thinking that instance support could be done at Mesh level (alt+d), altought since each mesh instance can be different because of modifiers, it seems that it will only be supported at dupliverts. (i hope this doesn't has negative effects)&lt;br /&gt;
&lt;br /&gt;
* try hierarchic raytrees (needed for instances).. (i guess some code still needs to be fixed for this to work nicely)&lt;br /&gt;
I will probably create a bvh of objects and where each node is an octree/instance.&lt;br /&gt;
&lt;br /&gt;
* test other types of rays.. that means ao, and transparent/soft shadows (currently they are disabled)&lt;br /&gt;
&lt;br /&gt;
====Schedule====&lt;br /&gt;
Still quite busy with school... its taking more time than I expected&lt;br /&gt;
But I am still on schedule&lt;br /&gt;
&lt;br /&gt;
This initial part of adapting ray structure is taking more time than expected, mostly because of large amounts of time wasted on finding bugs.&lt;br /&gt;
* I am still gaining experiencing on how to trace render bugs&lt;br /&gt;
* I hope to catch most bugs on this initial part before moving since for now the code still &amp;quot;looks like&amp;quot; the original code and so its useful to debug by comparison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
===Week 3 report===&lt;br /&gt;
====This week====&lt;br /&gt;
*hierarchic tree objects was done&lt;br /&gt;
   octree was adapted to behave well on this (old code was &amp;quot;destructive&amp;quot;)&lt;br /&gt;
  current branch (r20823) is using a BVH of BVH's&lt;br /&gt;
&lt;br /&gt;
*instance support done (it currently uses instance suport at the level of &amp;quot;obi-&amp;gt;flag &amp;amp; R_TRANSFORMED&amp;quot;) that means its supported at stuff like dupliverts, duplifaces.&lt;br /&gt;
http://andresp.no-ip.org/soc2009/dupliverts3.png&lt;br /&gt;
&lt;br /&gt;
*implemented a faster ray-bb method.. that actually was enough to make bvh have nicer time results than octree on the few scenes I tested.&lt;br /&gt;
&lt;br /&gt;
Some results obtained by community (blender community is really nice ^__^) can be seen at http://blenderartists.org/forum/showthread.php?t=157463&lt;br /&gt;
&lt;br /&gt;
*I have been reading raytrace documentation, papers, forums etc..&lt;br /&gt;
&lt;br /&gt;
====Next week====&lt;br /&gt;
*test the remaining asserts of disabled features...&lt;br /&gt;
    ray_trace_shadow_tra&lt;br /&gt;
    ray_trace_shadow_rad&lt;br /&gt;
    ray_ao_qmc&lt;br /&gt;
    ray_ao_spheresamp&lt;br /&gt;
    ray_shadow_jitter&lt;br /&gt;
    ray_shadow&lt;br /&gt;
    ray_translucent&lt;br /&gt;
It would be nice to have some small scenes to test those features...&lt;br /&gt;
&lt;br /&gt;
*start thinking on how to implement the next step on the soc project - getting a &amp;quot;test-framework&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Questions/Issues====&lt;br /&gt;
I was planing on doing support at Mesh level (alt+d), but that is outside the scope of this SoC.&lt;br /&gt;
Currently the reason for not supporting those is because of modifiers are object-level identities. Implementing a stack-modifier sanity function would be just a quick hack as the real solution of the problem would be to implement something like &amp;quot;Mesh-level-modifiers&amp;quot;. This was discussed with ZanQdo and broken.&lt;br /&gt;
&lt;br /&gt;
====Schedule====&lt;br /&gt;
I finished school works... now only 3 exams left..&lt;br /&gt;
I hope to be able to increase the available time for SoC during the next weeks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
===Week 4 report===&lt;br /&gt;
====This week====&lt;br /&gt;
Enabled the remaining render code... and got no bug reports on those&lt;br /&gt;
(except a phantom one that only showed on strange compiler optimizations flags as so it was ignored assuming it was a compiler problem)&lt;br /&gt;
&lt;br /&gt;
Discussed the render system with some members of community, and considering the objectives of such a system I started coding it.&lt;br /&gt;
Objectives:&lt;br /&gt;
  * make it easier to run render tests&lt;br /&gt;
  * other people can run tests and send results, which can be used to compare&lt;br /&gt;
  * easy to add test cases&lt;br /&gt;
  * easy to add builds&lt;br /&gt;
  * run tests must be aware of the machine it runs on&lt;br /&gt;
  * be flexible as possible for future usage and extension&lt;br /&gt;
&lt;br /&gt;
Decisions made were:&lt;br /&gt;
  * Render statistics like number of rays or other counters, time spend on each part and memory usage should be exported on image metadata (with possible extension for stamping on image)&lt;br /&gt;
  * the test-system should be in python&lt;br /&gt;
  * the test-system should be directory oriented&lt;br /&gt;
  * the test-system should have reporting features (like html comparison tables)&lt;br /&gt;
  * usage of hashs to make sure the build and scene are still the same&lt;br /&gt;
&lt;br /&gt;
As so I started developing a python app for running those.&lt;br /&gt;
A sample run of the code developed so far can be seen at:&lt;br /&gt;
http://andresp.no-ip.org/soc2009/btest/html/all.html&lt;br /&gt;
&lt;br /&gt;
====Next week====&lt;br /&gt;
Keep working on the test system..&lt;br /&gt;
   *make code better.. its very dirty for now&lt;br /&gt;
   *start selecting scenes to use on render tests&lt;br /&gt;
&lt;br /&gt;
Start add counters/statistics on render code and look on metadata/stamp export&lt;br /&gt;
&lt;br /&gt;
====Questions====&lt;br /&gt;
As you can see some renders quite differ from 2.5 to 2.49.. i guess those may be related with animation? well just look to the image and you will see.&lt;br /&gt;
&lt;br /&gt;
Where should I put the test-system code? kept it in my own local repository?&lt;br /&gt;
or where on my branch?&lt;br /&gt;
&lt;br /&gt;
About documentation:&lt;br /&gt;
nope i havent touched my wiki so far.&lt;br /&gt;
I will try to put some updated info on there.&lt;br /&gt;
&lt;br /&gt;
====Schedule====&lt;br /&gt;
I am on it.&lt;br /&gt;
&lt;br /&gt;
For those who may think I may be wasting time on the test-system and other stuff (like instances) instead of making raytracer faster.. I recall those are deliverables of my SoC proposal and also help to create a good environ to eficiently improve the raytracer.&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
===Week 5 report===&lt;br /&gt;
====This week====&lt;br /&gt;
*Gathered some scenes (very few.. i was expecting to get a bigger community&lt;br /&gt;
feedback..) and made other machine ready for testing - Test stuff is done.&lt;br /&gt;
*Earlier on the week I also looked on how to generate false-color images (i&lt;br /&gt;
used UncleZeiv code as reference, but I get a crash when trying to enable a&lt;br /&gt;
new added SCE_PASS_*, since I wasnt able to debug it, I gave up on that&lt;br /&gt;
addition, thought it could be useful)&lt;br /&gt;
Anyway optimization phase starts now.&lt;br /&gt;
&lt;br /&gt;
*coded a raytree-builder helper &amp;quot;class&amp;quot;, to make it easier to build trees&lt;br /&gt;
(currently suports only generic implicit tree building)&lt;br /&gt;
&lt;br /&gt;
*coded a BVH tree for raycasting (based on BLI_bvh), but more generic in the&lt;br /&gt;
aspect of trying build methods and data organization.&lt;br /&gt;
&lt;br /&gt;
*profiled a few renders.. most time spend on ray-bb intersection&lt;br /&gt;
&lt;br /&gt;
*tested latest build with the scenes&lt;br /&gt;
http://andresp.no-ip.org/soc2009/btest/html/test_real&lt;br /&gt;
http://andresp.no-ip.org/soc2009/btest/html/test_concept&lt;br /&gt;
&lt;br /&gt;
fixed some bugs and found a big regression (happened after merging from&lt;br /&gt;
2009-06-20 until  2009-07-02) on the &amp;quot;remembering past&amp;quot; scene, which seems&lt;br /&gt;
to be related with some faces that are created and that may be &amp;quot;destroying&amp;quot;&lt;br /&gt;
the tree, but I am not sure about.&lt;br /&gt;
&lt;br /&gt;
====Next week====&lt;br /&gt;
*Find the reason of &amp;quot;remembering the past&amp;quot; slowdown..&lt;br /&gt;
*Implement a BIH&lt;br /&gt;
*Try diferent build methods (SAH, both on bvh and bih)&lt;br /&gt;
&lt;br /&gt;
====questions====&lt;br /&gt;
none&lt;br /&gt;
&lt;br /&gt;
====shedule====&lt;br /&gt;
First 2 phases concluded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
===Week 6 report===&lt;br /&gt;
====This week====&lt;br /&gt;
* I got quite a few scenes through ba.org:&lt;br /&gt;
http://blenderartists.org/forum/showthread.php?t=159928&lt;br /&gt;
You can see latest runs on:&lt;br /&gt;
http://andresp.no-ip.org/soc2009/btest/html/test_real&lt;br /&gt;
http://andresp.no-ip.org/soc2009/btest/html/test_concept&lt;br /&gt;
The &amp;quot;text_rocks&amp;quot; and &amp;quot;Geko_TVC_ToolBoard_05&amp;quot; render incorrectly/crash.. but&lt;br /&gt;
that already happens on trunk2.5 (broken is taking care of it)&lt;br /&gt;
* &amp;quot;Remembering the past&amp;quot; slowdown was caused by a particles bug&lt;br /&gt;
*Coded an Object Level BIH&lt;br /&gt;
*Implemented Object Level SAH during build&lt;br /&gt;
*Tested a few heuristics (hint, last hint) and did some other improvements&lt;br /&gt;
(like tree building (although still not nlogn), raycast)&lt;br /&gt;
*Reverted the SUN &amp;amp; HEMI lights to have the same behaviour as trunk&lt;br /&gt;
&lt;br /&gt;
====Next week====&lt;br /&gt;
Keep working on data structures&lt;br /&gt;
Look on SSE&lt;br /&gt;
Fix bugs&lt;br /&gt;
&lt;br /&gt;
====Questions====&lt;br /&gt;
I was told gcc auto vectorization isnt that great and I would probably need&lt;br /&gt;
to code specific SSE (SIMD). Any pointers on this and how to integrate SSE&lt;br /&gt;
on blender are welcome.&lt;br /&gt;
&lt;br /&gt;
Like:&lt;br /&gt;
would it be possible todo runtime switch between code? (this would mean&lt;br /&gt;
having a part of code compiled with -sse and during runtime decide which&lt;br /&gt;
version to execute?)&lt;br /&gt;
would it be possible to rely on auto vectorization and then having sse&lt;br /&gt;
binaries distributed?&lt;br /&gt;
&lt;br /&gt;
====Schedule====&lt;br /&gt;
I would say some nice level of optimization as already been reached.&lt;br /&gt;
And all that's left is: more optimization! and bug fixing.&lt;br /&gt;
&lt;br /&gt;
As I said before I will have a summer break from 20july to 31july, so this&lt;br /&gt;
is the last full week before that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
====Week 7 report====&lt;br /&gt;
====This week====&lt;br /&gt;
This week i mainly worked on data structures, read papers and explored some&lt;br /&gt;
experimental stuff.&lt;br /&gt;
&lt;br /&gt;
  *added submodule bf_render_raytrace (C++), to be able to code C++ for the&lt;br /&gt;
raytracer. The code although C++ is very C style (C++ is mainly used for&lt;br /&gt;
templates and std algorithms).&lt;br /&gt;
  *coded a variable way bvh (which i called vbvh) (that means each node can&lt;br /&gt;
have a any/variable number of childs)&lt;br /&gt;
  *coded LCTS (longest commum transversal sequence) hint ability in the&lt;br /&gt;
vbvh... for now only BB hints were codded and they proved not to be very&lt;br /&gt;
usefull (read as: there's no clear speedup, nor clear slowdown). Later this&lt;br /&gt;
can be expanded on a cone hint, allowing to speedup mainly localized and&lt;br /&gt;
spot lamps. (this type of  stuff is usually used on primary rays but blender&lt;br /&gt;
uses Zbuffer fot that)&lt;br /&gt;
&lt;br /&gt;
  *coded an experimental stuff (read as: never saw that on any paper) to&lt;br /&gt;
reduced expected number of BB tests:&lt;br /&gt;
&lt;br /&gt;
    1) Specially on binary trees it happens that a node is actually&lt;br /&gt;
&amp;quot;useless&amp;quot;, and so it can be removed from the tree, a node is considered&lt;br /&gt;
useless when it probabilisticaly increases the expected number of BB tests.&lt;br /&gt;
Any node with N childs should have an hit probability inferior to (N-1)/N&lt;br /&gt;
otherwise its better to discard that node and &amp;quot;pushup&amp;quot; the childs of that&lt;br /&gt;
node.&lt;br /&gt;
This pass is O(N) and should always reduce the number of BB tests per ray&lt;br /&gt;
(if they are coherent with the hit probability model).&lt;br /&gt;
Eg.: Lone ballon went from  76BB tests/45BB hits to 67BB tests / 27BB hits.&lt;br /&gt;
&lt;br /&gt;
   2) If you are not allowed to remove any nodes from a BVH tree and/or&lt;br /&gt;
change their BB but you are allowed to move childs arround, whats the best&lt;br /&gt;
BVH tree you can do?&lt;br /&gt;
 Given a possible set of parents for a node, and using the surface area&lt;br /&gt;
model, a node should be the child of the parent with the smallest hit&lt;br /&gt;
probability and that is the one with the smallest area. (the number of&lt;br /&gt;
parents until root is useless).&lt;br /&gt;
 I guess this might be doable in some linear time, i believe current code&lt;br /&gt;
does a O(NlogN) (worst case N^2)&lt;br /&gt;
  this also reduces the expected number of BB tests, but it doenst seems to&lt;br /&gt;
be as much as &amp;quot;pushups&amp;quot;&lt;br /&gt;
&lt;br /&gt;
^^ &amp;quot;best tree&amp;quot; refers to a tree where casting a full-space-search rays would&lt;br /&gt;
yeild a equal or smaller number of BB tests.&lt;br /&gt;
&lt;br /&gt;
*tested diferents raycast stack size (didnt seem to have any influence on&lt;br /&gt;
speed :S)&lt;br /&gt;
&lt;br /&gt;
*played with single tree (vs hierarquich trees), single trees are as&lt;br /&gt;
expected faster (atm they render &amp;quot;ballon scene&amp;quot; 20times faster, showing that&lt;br /&gt;
the BVH after the build optimizations can deal well with diferent mixed&lt;br /&gt;
types off geometry), build time is still N log^2 N, and thats the main&lt;br /&gt;
reason for not rendering faster on all cases)&lt;br /&gt;
&lt;br /&gt;
*did some local experiences with sse, but I did not have time to start&lt;br /&gt;
implementing it.&lt;br /&gt;
&lt;br /&gt;
====Next week====&lt;br /&gt;
As said before, I will be camping until 31july.&lt;br /&gt;
When I get back I plan to start looking on things like: sse, memory&lt;br /&gt;
organization.&lt;br /&gt;
&lt;br /&gt;
====Questions====&lt;br /&gt;
I hope people don't mind big reports.&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Schedule====&lt;br /&gt;
The idea was to start appling SSE this week, but I was quite busy thinking&lt;br /&gt;
and reading and drawing (algorithms, papers and graphs).&lt;br /&gt;
&lt;br /&gt;
I will be camping until 31july (on iceland).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
===Week 8 and 9 report===&lt;br /&gt;
&lt;br /&gt;
As said, I have been camping in iceland (on a scout activity named Roverway)&lt;br /&gt;
I greatly recommend hiking in iceland for all nature lovers&lt;br /&gt;
&lt;br /&gt;
====Questions====&lt;br /&gt;
Sorry for not sending report on friday.. but since I hadn't done anything&lt;br /&gt;
last week I thought it was useless (but cwant asked for it.. so here it is).&lt;br /&gt;
&lt;br /&gt;
This email servers more as a &amp;quot;Hi everybody! I actually survived iceland!&amp;quot;&lt;br /&gt;
I actually cannot say I am totally ok.. because I have this cough.. but&lt;br /&gt;
probably that's because of many weather changes and some long travel times&lt;br /&gt;
(&amp;gt;24hours non sleep)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Next week====&lt;br /&gt;
Look on tree building&lt;br /&gt;
Better single tree build code (that is only a tree with all the primitives)&lt;br /&gt;
Expecteds runtime diference can be seen on the &amp;quot;*-single&amp;quot; versions though&lt;br /&gt;
due to nlog^2n building its not that easy to see its diference (&lt;br /&gt;
http://andresp.no-ip.org/soc2009/btest/html/test_real)&lt;br /&gt;
&lt;br /&gt;
====Schedule====&lt;br /&gt;
I have lost any advanced in schedule I had.&lt;br /&gt;
&lt;br /&gt;
Though the important part has all been coded.. and its faster and very close&lt;br /&gt;
to expected 2-10 times faster (yeah it changes a lot between scenes, some&lt;br /&gt;
are ~20 times faster.. others only 1.3).&lt;br /&gt;
&lt;br /&gt;
I guess the important is now todo some more speed tweaks and then make it&lt;br /&gt;
stable enough to be merged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
===Week 10 report===&lt;br /&gt;
====This week====&lt;br /&gt;
*Build time NlogN&lt;br /&gt;
*Single tree is the default&lt;br /&gt;
*Tested some memory organization and started some SIMD stuff.&lt;br /&gt;
(SIMD recursion, 4 nodes are pop-ed from stack and theirs BB tested at same&lt;br /&gt;
time, this doens't seems to scale that well, probably due to memory&lt;br /&gt;
reorganization time and somehow bad assembly code). As so I have tried some&lt;br /&gt;
compile optimization flags to try to make it worth it.&lt;br /&gt;
&lt;br /&gt;
I found that compile flags have a great impact on runtime (specially on C++&lt;br /&gt;
and sse code), althouth I still haven't found what flags and in what files I&lt;br /&gt;
need them.&lt;br /&gt;
&lt;br /&gt;
====Next week====&lt;br /&gt;
*Keep working on SIMD and memory stuff&lt;br /&gt;
*Make it out-of-memory-proof and fix some other &amp;quot;broken&amp;quot; stuff&lt;br /&gt;
*Update documentation&lt;br /&gt;
&lt;br /&gt;
====Questions====&lt;br /&gt;
Is there any problem on having -O3 on render code?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Schedule====&lt;br /&gt;
Firm 'pencils down' date is august 18.&lt;br /&gt;
By now I was able to archieve the &amp;quot;expected&amp;quot; speedup (2-10x), support for&lt;br /&gt;
generic primitives, a data structure that can deal well with large environs,&lt;br /&gt;
and easibility to add diferent data structures.&lt;br /&gt;
&lt;br /&gt;
My plans after SoC-2009:&lt;br /&gt;
*I would like to still spend some more time, until end August, polishing&lt;br /&gt;
some details and trying some things out.&lt;br /&gt;
*And then on september: work on having it merged on blender2.5 trunk.&lt;br /&gt;
*Maintaining the render acceleration strutures&lt;/div&gt;</summary>
		<author><name>wiki&gt;Jaguarandi</name></author>
		
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